DM Berwick's Serpent's Skull Adventure

Game Master Lost Gamer

Continuing a great game with some great players.


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Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

Origen hangs back with Yuuwa, lookly with obvious unease at the empty village. He whispers, "This place seems abandoned. Where are the people?"

So by Yuuwa's post, we're at the edge of the village, but keeping the others in sight.

When Isandril shouts about the zombie, Origen says, "So much for stealth." He runs toward the scouts, but looks from side to side for any signs of an ambush.

Perception 1d20 + 6 ⇒ (7) + 6 = 13

Actions:

Spoiler:

Origen will double move toward the scouts to bring them in casting range. I'm hoping that one round of moving will be enough.

Without looking at the Knowledge spoilers, I'm guessing that the 'plant-covered zombie" and "yellow flowers" are from one of the creepiest plant monsters ever.


Male Dwarf Bard/3
Yuuwa Majid wrote:


"Torden, what goes on within this castaway village?" She grips her shield and holds her trident ready, while kneeling behind a decripit shelter. While she looks for what holds Jonagher's focus, her eyes are constantly drawn to the horizon, scanning the shipwrecks for other signs of life.

"Starstone fall on me, it appears more of the walking dead inhabit the village. Isandril yelled something else, but I missed it. It sounded like he said vegitation, mayhaps there are more in the tree line. Let's catch up."

Torden grips his warhammer tightly and moves to the beach.

Torden moves as far toward what is presumably combat as he is able before initiative (and on his turn if he needs to.)


Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
Torden Ironcask wrote:
Torden moves as far toward what is presumably combat as he is able before initiative (and on his turn if he needs to.)

Origen matches Torden's shorter strides. Don't want to split us up any more than we already are.

But if Torden is taking a run action, maybe Origen will have to speed up to a run. 30' x 2 < 20' x 4.


Male Why's it always got to be that way? DM 14

Yuuwa's simple detection spell reveals that there was no poison present in the trap, but simple observation proves its effectiveness and lethality.

_ - \ | / - _

At the village...

I should have posted an order, as I had rolled initiative, but I will say that the surprise round happens simultaneously.

Surprise Round
The group closes in on the center of the village. Strips of torn and faded cloth dance and snap in the wind. The only real constant sound is the surf. The person stands near the center of the ring of ramshackle huts, staring away from you.

Yuuwa, Origen, Torden, and Isandril make it within 40 of the person and the center of the village, while Torden and Jonagher can make it within 20 feet of the person. Jonagher and Torden also are the only ones who get to act in the surprise round.

Jonagher moves closer and to the side, drawing an arrow silently and preparing to strike.

Torden, with a quick burst of speed, rushes forward, the slightly damp ground making his approach near silent.

As the others move forward, they collectively make enough noise, that the person turns from their northwesterly gaze, and turns toward the group. You see now that this was not a green cloak, but some sort of vegetative covering over a dead person! It looks just like those zombies...but greener! It moans!

Round 1
Yuuwa notices the scouts move into an aggressive stance, and takes up a more defensive posture near the rear. She is perhaps but 40 feet from the zombie!Gaining cover from ramshackle hut. +4 AC, +2 Reflex saves from emanation and burst...see page 195.

Origen doesn't have to move far to bring himself within casting range. Already at 40 feet. Do you want to move more? Also, do you want a standard action? He casts his gaze about, but quickly realizes that this zombie is utterly alone.

Torden: waiting for round 1 actions

Isandril moves forward, drawing his daggers as he goes. waiting for round 1 standard action

Jonagher releases his arrow at the zombie as it charges Isandril. It strikes it in the chest, the arrow burying itself with the plant tendrils inside the zombie. It seems to have had little effect. Attack successful, no damage dealt due to DR.

The zombie charges at Isandril, shuffling forward at a ferocious pace...for a zombie. While no means quick, it is certainly fearsome as it brings down one vine covered fist at Isandril. It misses him, as he deftly dodges out of the way, and slams its vine covered fist into the damp dirt below. Attack Failed!

_ - \ | / - _

Round 1


  • Yuuwa: move action complete, standard action?
  • Origen: move action complete, standard action?
  • Torden: need round 1 actions
  • Isandril: move action complete, standard action?
  • Jonagher: held standard action complete, new initiative. move action?
  • Zombie: round 1 actions complete.

_ - \ | / - _

Yuuwa:
  • Stealth check for Yuuwa upon entering village: 1d20 + 0 - 3 ⇒ (16) + 0 - 3 = 13 Accounting for natural ability and training (+0), and armor check penalty (-3)
  • Origen:
  • Stealth check for Origen upon entering village: 1d20 + 2 ⇒ (8) + 2 = 10 Accounting for natural ability and training (+2)
  • I am so happy I get to indulge in my joy over using creepy plant monsters...
  • Torden:
  • Stealth check for Torden upon entering village: 1d20 + 1 - 1 ⇒ (15) + 1 - 1 = 15 Accounting for natural ability and training (+1), and armor check penalty (-1)
  • DM's Eyes Only:

    • Zombie attack vs. Isandril: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 vs. AC 17, +2 for charge, -2 to AC until round 2[AC 10]
    • Damage if applicable: 1d6 + 4 ⇒ (1) + 4 = 5
    • Note: this is not immune to death effects, disease, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). It is subject to ability drain, energy drain, or nonlethal damage. It is not immune to damage or penalties to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. It is at risk of death from massive damage.
    • Isandril attack vs. Zombie: 1d20 + 4 ⇒ (13) + 4 = 17 vs. AC 10
    • Damage, if applicable: 1d6 + 1d6 ⇒ (2) + (1) = 3

    • Yuuwa: HP 16/16; AC19;T14;FF19; CMD 11 [+4 to AC, cover]
    • Origen: HP 13/13; AC12;T12;FF10; CMD 13
    • Torden: HP 15/15; AC15;T11;FF14; CMD 13
    • Isandril: HP 17/17; AC17;T14;FF13; CMD 17
    • Jonagher: HP 18/18; AC16;T13;FF13; CMD 14
    • Zombie: HP 12/12, DR 5/slashing; AC10;T8;FF10; CMD 14 [-2 to AC from Charge, until round 2]


    Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

    Oops, sorry about that... Held basically. The idea was either to wait for the zombie to close with him this round or -failing that- to have Isandril engage the zombie the next round.

    Also, in case he can attack, either because of the held standard action or because he is entitled to an attack of opportunity, here is the roll. If not, simply disregard it. :-)

    Main hand:
    Melee attack (dagger) 1d20 + 3 ⇒ (8) + 3 = 11
    Damage (slashing) 1d4 + 2 ⇒ (1) + 2 = 3

    Since he is dual-wielding daggers, his attacks with them are at +3 instead of +5 (accounting for the -2 when dual-wielding). Furthermore, he is using them as slashing weapons.


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

    Origen moves up closer at an angle, trying to get a clear shot past his friends. "What sort of creature is this, Torden?"

    Move action: Move within 30' to allow use of Point Blank Shot, and if possible, he'd like an unobstructed line of fire to avoid cover penalties.

    He launches a sizzling bolt of acid at the plant-covered zombie.

    Standard action: Acidic Ray.
    Ranged touch attack: 1d20 + 4 ⇒ (14) + 4 = 18
    Damage (if applicable): 1d6 + 2 ⇒ (6) + 2 = 8 acid


    Male Dwarf Bard/3

    "Ah . . . vegetation, I see," finally understanding Isandril's previous comment. He turns his attention from the treeline and to the . . . villager?
    Knowledge [Bardic] 1d20 + 3 ⇒ (16) + 3 = 19
    Then Torden moves around the thing, in an attempt to draw its attention and/or provide flanking, if it can be flanked.


    Male Why's it always got to be that way? DM 14

    Answered in order of request.

    Isandril

    Fair enough, that is what I figured that you would do.

    As the zombie steps in to slam Isandril to the ground, Isandril dodges under the impotent swing, and slashes the zombie across the underarm area. Vines and withered flesh fall to the ground. Attack successful! Also, you will now go just after Jonagher, but before the Zombie in the initiative.

    Origen
    Origen moves forward 10 feet to be within 30 feet of the zombie. His sizzling bolt of acid slams into the plant-covered zombie, and the acid eats a hole into its chest cavity. Attack successful!

    Torden
    You may always use Bardic Knowledge rolls instead of any Knowledge roll I call for. Please feel free to browse the spoilers you qualify for above. Which because of your awesome roll...means all of the knowledge plant spoilers! Good job!

    Torden:
  • Torden also realizes that because this zombie is infused with plant essences rather than undead, it has the following different characteristics from "normal" zombies:
  • Note: this is not immune to death effects, disease, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). It is subject to ability drain, energy drain, or nonlethal damage. It is not immune to damage or penalties to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. It is at risk of death from massive damage.
  • Torden ponders for a moment, and while answering begins to circle the zombie to flank it.

    You will be able to flank it, and provide flanking bonuses next round.

    Posting for Yuuwa to move things along.

    Yuuwa
    Setting her trident within easy reach, Yuuwa begins calling to Gozreh, and his servants, the four winds. She shoves her hands towards the zombie, wind chilling the air in a path directly towards the zombie. A sliver of frozen water from the air, a deadly icicle slams into the zombie, and buries itself deep in its side. Attack successful.

    DM's Eyes only:

  • Zombie only has 1 HP left after posted actions so far.
  • Yuuwa RTA vs Zombie w/Icicle: 1d20 + 2 ⇒ (8) + 2 = 10 vs. AC 10
  • Damage, if applicable: 1d6 + 1 ⇒ (1) + 1 = 2

  • Male Why's it always got to be that way? DM 14

    Retcon!

    Because of Yuuwa's hit, you do enough damage combined to drop it.

    The zombie gets slammed with the icicle from Yuuwa, then charges Isandril. Jonagher fires into it, pulling it off balance just enough for its swing at Isandril to go wide, allowing Isandril to step into the swing and viciously slice the zombie open.

    The zombie drops to the ground, breaking apart in a cloud of vines and yellow spores.


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
    DM Berwick wrote:
    The zombie drops to the ground, breaking apart in a cloud of vines and yellow spores.

    "Everyone all right?" Origen cautiously approaches, taking care to stay well away from the spores coating the ground near the corpse. "This seems different from those zombies that we fought earlier."

    "Why don't we look around this place and make sure that it's really deserted? As long as those spores aren't going to make us sick if we stay."

    The Exchange

    F Human Cleric/ 3

    DANG! Ninja'd by the DM!
    Yuuwa thanks Gozreh for his almighty guidance and brief possession of her action. Truly she has been blessed. "Personally I've never knew a vegatative Zombie species. What of this village? Did this one zombie take out this campsite despite dropping so quickly in our battle? How?"

    She picks up her trident, using it to dislodge tent fabric looking for anything that may shed light upon this situation.


    Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

    "Seeing as how more of them are not to be seen moving towards us," the elf says, a look of distaste momentarily apparent on his face as he looks at his dagger, "I think it is safe to assume that this one was alone here."

    Cleaning his weapon's blade with a piece of fabric hanging from a nearby hut, Isandril starts looking around, his daggers still in his hands in case his assumption is wrong. "Do you think we might find anything of use here? It does look entirely abandoned."

    Perception 1d20 + 5 ⇒ (11) + 5 = 16


    CG Male human (half-elf) rogue (thief) 2
    Vitals:
    AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
    Isandril Velahrn wrote:
    "Do you think we might find anything of use here? It does look entirely abandoned."

    "Maybe this thing once lived here...with whoever built these shelters," Jonagher suggests as he gingerly pulls his arrows from the corpse to see if either of them are salvageable, "I suspect whatever happened to this guy might have happened to the rest of them. So, keep a sharp eye out in case more of them come wandering back here..." The half-elf then slings his bow...which seemed less than adequate for such beasts...and draws his short sword, just in case.

    "Let's have a look around and see if there's anything we can scavenge here," he tells everyone, "If these people were shipwrecked here the same as us, surely they stockpiled everything they could to survive...though, clearly they had the misfortune of succumbing to some kind of jungle rot."

    Perception (search) check to investigate the shelters... 1d20 + 8 ⇒ (20) + 8 = 28


    Male Dwarf Bard/3

    Torden stands quietly over the few leafy remnants, stunned by the swiftness of the things dispatch.
    “Well,” he says after overcoming his shock. “That was not a ‘zombie’ as we might think of it. The undead are surrounded by true death and rot. This creature had life, plant life to be sure, but life nonetheless.”
    He pauses and thinks of the infection he recently incurred from the thorns.
    “I can’t say that I know enough to truly believe that those thorns may have eventually resulted in a similar fate for me, but I think it is safe to assume that there is some aggressive form of plant around here that we should be aware of.”

    Torden then moves to assist in the searching of the settlement.

    Perception 1d20 + 3 ⇒ (16) + 3 = 19


    Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

    For Neil Spicer:
    I think you should check the Kingmaker OOC thread. Relevant link here.


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

    "A plant infestation?" Origen takes a step back. "Then I'll make sure that these spores don't do more harm."

    Origen repeatedly hits the corpse and the spore-covered ground around it with a ray of blue-black energy. The first few don't seem to do much, but as he continues, the corpse is covered with a layer of frost.

    "If this is a jungle plant, it probably won't respond well to being frozen."

    At, the joys of at-will spells. Origen will continue until the corpse and spores are frozen solid.

    Perception 1d20 + 6 ⇒ (9) + 6 = 15

    The Exchange

    F Human Cleric/ 3

    Yuuwa watches Origen methodically freeze the sandy corpse and spores. "I am liking this island less and less. So if these shipwreck survivors died of veggie zombism which may explain the rumors of undead hauntings,any clue on how to destroy any others effectively without becoming one?

    She uses her trident to shift the tent fabric and debris to look for plant life in the shape of humanoid figures. Looking for confirmation of theory as well as something possibly useful.
    Perception 1d20 + 3 ⇒ (20) + 3 = 23


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
    Yuuwa Majid wrote:
    Yuuwa watches Origen methodically freeze the sandy corpse and spores. "I am liking this island less and less. So if these shipwreck survivors died of veggie zombism which may explain the rumors of undead hauntings,any clue on how to destroy any others effectively without becoming one?

    Origen frowns. I can remember reading about something like this before the first expedition, but it's all hazy now. Useless. . . .

    He fires another ray into the corpse's head. "No idea, except for not letting them get close. I don't know much about jungle plants, but the risks depend on how whatever was animating the body spreads. Torden, do you know anything more about how to protect ourselves?"


    CG Male human (half-elf) rogue (thief) 2
    Vitals:
    AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
    Origen Leanthris wrote:
    "No idea, except for not letting them get close. I don't know much about jungle plants, but the risks depend on how whatever was animating the body spreads. Torden, do you know anything more about how to protect ourselves?"

    "I foresee two major efforts we could undertake," Jonagher drily offers, "One...we avoid eating all fruits and vegetables on the island...and entirely devote ourselves to becoming carnivores. Or...and it seems certain Origen will favor this one...we turn the whole island into a winter wonderland, one freezing ray at a time to kill off all the island's vegetation. That should also have the added benefit of making it easier to travel inland...and maybe even help passing ships spot us...as we'll be the only remarkable thing still standing along the beaches."

    The half-elf grins with his joke in an attempt to inject some levity back into their adventure.

    "Personally, I say we keep the shade trees and skip the fruits and veggies. I don't care what our mothers told us. Some of those things are clearly poisonous. And now we have the evidence right before our very own eyes. Make certain you record this important discovery in your journal, Torden...so we can share it with the whole world when we get back to civilization."


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
    Jonagher Witt wrote:
    "Or...and it seems certain Origen will favor this one...we turn the whole island into a winter wonderland, one freezing ray at a time to kill off all the island's vegetation."

    "Well, if it'd get us off this island, I'd seriously consider it, Witt." Origen fires another bolt of cold at the spores. "From what my father used to say, it wouldn't be that first time that Pathfinders had to destroy something to 'save' it. But don't put that in your book, Torden, or I'll never hear the end of it from the Sargavan Venture-Captain."


    Male Why's it always got to be that way? DM 14

    Everyone:
    As you peer into the ramshackle huts, you notice old bloodstains or other signs of violence indicating that the campsite was attacked and its denizens either killed or captured.

    Jonagher:
    As above, but you also find a ship's bell as you search one particularly worn down hovel. It reads: The Bloody Doll.

    After completing your search, you find yourselves alone in this desolate camp. Frozen spores popping as the ice melts in the heat. A light misting of rain begins to fall. Nothing too serious...more a shift of humidity and moisture than any real rain.

    It has been hours since you were on the top of that plateau. The time nearer to evening. You can tell by the position of the sun that dusk is fast approaching. The fight with the zombie was unexpectedly fast, but the day spent slogging through the jungle burned most of the day light.


    Male Why's it always got to be that way? DM 14

    Torden:
  • This is a zombie from a plant known as the yellow musk creeper.
  • Those plants that you saw earlier must have been the yellow musk creeper that made this zombie! It is a hideous plant that grows in places where death hangs heavy in the air and thick in the soil. The yellow musk creeper’s method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian for several days, but when new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within days to give seed to a new yellow musk creeper.
  • This zombie’s animation is provided not by necromancy but by the plant that grows throughout its body. Yellow musk zombies lack undead traits, but gain plant traits. They are treated as plants, not undead, for the resolution of magical effects and attacks. Channel energy cannot harm a yellow musk zombie, for example, nor does negative energy heal a yellow musk zombie.

  • CG Male human (half-elf) rogue (thief) 2
    Vitals:
    AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7

    "Well, looky here..." Jonagher announces as he emerges from one of the ramshackle huts. He holds an old, worn bell in his hands.

    "The inscription on this thing reads The Bloody Doll," he offers, "Probably a ship's bell, but that's not exactly a friendly sounding name. I'm guessing the castaways who built these huts must've shipwrecked like us."

    "We might want to ask one of the others back at camp if they've heard any rumors of such a ship in case it gives us more clues into who these people might have been. Or maybe Yuuwa or Isandril knows something?"


    Male Dwarf Bard/3

    After examining some of the troubling shacks, Torden sits in the sand and observes the spores as they thaw. Soon, his mind begins to piece together some tale he heard long ago and the event just witnessed.

    "Ah," he finally says, regaining his feet. "Over there, those plants," he points to the Yellow plants they'd seen from above. "Yellow Musk Creeper, indeed. Yes. Those plants are the ones we should avoid, those re the plants the will eat us rather than the other way around. I dare say we don't need to turn completely carnivorous, just cautious."

    Hearing Jonagher tell of his discovery, Torden's mood again sours. " The Bloody Doll. . . how horrid. This place gets worse and worse. Why not The Throaty Mermaid ? Though a disreputable ship, I've heard, the name is much more lively."


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
    Torden Ironcask wrote:
    "Ah," he finally says, regaining his feet. "Over there, those plants," he points to the Yellow plants they'd seen from above. "Yellow Musk Creeper, indeed. Yes. Those plants are the ones we should avoid, those re the plants the will eat us rather than the other way around. I dare say we don't need to turn completely carnivorous, just cautious."

    Origen visibly relaxes. "So why are they only up there, and not all over the island? Not that I'm complaining."

    Torden Ironcask wrote:
    Hearing Jonagher tell of his discovery, Torden's mood again sours. " The Bloody Doll. . . how horrid. This place gets worse and worse. Why not The Throaty Mermaid ? Though a disreputable ship, I've heard, the name is much more lively."

    "Other castaways would certainly fit this island's reputation for wrecking ships. May I see that bell?" Origen takes it and turns it over in his hands, taking care not to ring it by accident. "From the name, I'd guess that these castaways might have been pirates. Or maybe it's cursed somehow." He casts a familiar-sounding spell.

    Detect Magic on the bell.

    The Exchange

    F Human Cleric/ 3

    Yuuwa inspects the ship's bell too. "I doubt its cursed, and Origen, I believe your assumption is probably correct. Pirates tend to stay out of shipping lanes until a prize is sighted. Islands such as these are common hideaways for repairs and maintenance by crew without customs officials, military or even desparate bounty hunters poking around." She looks along the jungle lining the tidal shoreline.
    Perception1d20 + 3 ⇒ (15) + 3 = 18 Looking for native watchers and yellow flowers.

    "Evidence of violence, yet no bodies. One lonely Yellow Musk Zombie, no mounds of vegetation. I don't recall seeing any yellow flowers along the trail here. Perhaps he was the only infected one and the rest were, um, assimilated into the tribe population? Yuuwa taps her chin in thought, a calculating gleam in her eye. She grows silent and listens to the conversation and chimes in agreement if the natives' village are the next stop on the island tour. She unrolls her map and marks location of yellow creepers and Bloody Doll encampment.


    Male Why's it always got to be that way? DM 14

    Yuuwa:
  • You do remember seeing a meadow filled with yellow flowers from atop the ridge. In fact, it is perhaps southeast of you between your current position and the ridge.
  • You do not see any watchers, but you do notice that the tracks and what not generally lead south along the trail, possibly back near the trap that Jonagher and Origen found and dealt with.
  • Origen:
    You detect no magic auras on or around this bell.

    When Torden points, he points to the southeast of your position, indicating the "meadow" of yellow flowers seen from above the ridge yesterday.

    It is the location noted "FLOWERS" on the map. Your current position is the "SHACKS" on the Map (link).

    Where the trap was on the trail, you did notice that it continued on to the southwest between another ridge and some more of the ever present jungle.

    Ok, continuing on? Making camp? What will it be my hearties?!?


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
    Yuuwa Majid wrote:
    Yuuwa inspects the ship's bell too. "I doubt its cursed . . . .

    "No harm checking. But without any enchantment, it's very likely just a bell." He hands the bell back to Jonagher.

    "So, should we camp, or go onwards to the village? The twilight should give you and Jonagher an advantage, Isandril."

    I say go on to check the village if it's close, but cautiously. The flowers are better left alone. Yellow musk creepers . . . I'm having a Fiend Folio flashback. :-)


    CG Male human (half-elf) rogue (thief) 2
    Vitals:
    AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
    Origen Leanthris wrote:
    "No harm checking. But without any enchantment, it's very likely just a bell." He hands the bell back to Jonagher.

    Jonagher politely declines the bell, already disinterested in it.

    Origen Leanthris wrote:
    "So, should we camp, or go onwards to the village? The twilight should give you and Jonagher an advantage, Isandril."

    "The cover of darkness could certainly help us get a better sense of these island natives...or castaways," Jonagher agrees. "I say we press on. If we can find their village...assuming they have one and don't simply live in caves...we could stake out a spot and observe them through the night and into the early morning before withdrawing to plan our next move. Everyone will need to be extra careful so we're quiet. Isandril and I should be able to help guide you. After that, we bed down in the jungle and keep a cold camp in exchange for the opportunity to gather some vital information."

    If possible, I think it might help if Isandril and Jonagher use the Aid Another action to help the others improve their Stealth checks for this next phase of their journey. If there are a lot of villagers and native tribesman ahead, we could quickly get overwhelmed. So, let's move as quietly as we're able. Then post sentries that can see in the dark (even if they have to stay up all night)...and we'll find out what we're dealing with in the morning.


    Male Dwarf Bard/3

    Torden thinks back to his dreams from the night prior.

    "Let's press on. We've rested enough. We should find Bran's attackers--whether they be in a village or on one of these wrecks. We can always circle back around and inspect the shipwrecks later--I don't think they're going anywhere."


    Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)

    "So, onwards then, my fellows," Isandril agrees, his tone mirthful. "Let us see what we find in this village. And after the 'main course', so to speak, we can always turn to the shipwrecks and Ishirou's little treasure hunt and those flying lizards for 'dessert'."

    "You know," he adds with a smile as he sheathes his daggers and starts making his way, "this is proving to be quite the intriguing place to find oneself as a castaway if such a thing cannot be helped."

    Stealth 1d20 + 3 ⇒ (12) + 3 = 15
    Perception 1d20 + 5 ⇒ (15) + 5 = 20
    Survival 1d20 + 6 ⇒ (1) + 6 = 7

    Jonagher Witt wrote:
    If possible, I think it might help if Isandril and Jonagher use the Aid Another action to help the others improve their Stealth checks for this next phase of their journey. If there are a lot of villagers and native tribesman ahead, we could quickly get overwhelmed. So, let's move as quietly as we're able. Then post sentries that can see in the dark (even if they have to stay up all night)...and we'll find out what we're dealing with in the morning.

    Not a bad idea at all. So, in case it can be done, here is also an Aid Another Stealth check.

    Stealth (Aid Another) 1d20 + 3 ⇒ (5) + 3 = 8

    Well, as far as the rolls are concerned, I guess you win some, you lose some... :-P


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

    Origen follows Jonagher and Isandril, trying to be as quiet as possible.

    Stealth: 1d20 + 2 ⇒ (9) + 2 = 11
    Perception (if necessary): 1d20 + 6 ⇒ (14) + 6 = 20 as a base, but probably with a penalty for the darkness.

    Unfortunately, as the light fades, his lack of night vision makes it hard for him to keep from making noise.

    The Exchange

    F Human Cleric/ 3

    Yuuwa does a cursory looksee over the village again, slowly meandering to follow the others.
    DM

    Spoiler:
    She can't help herself, when the others just depart from eyeshot, she takes the ships bell to the high tide mark, hastily digs a hole and covers with sand and debris. She marks the nearest tree and notes landmarks. She strongly suspects there may be reward for proof of destruction; should she ever leave this island alive that is.

    She is not subtle about catching up, noisy and winded she exlaims to Torden "Rather be out at sea than trudging in the jungle, but dislike enemies at one's back even more." She slows her pace to that of Torden's until she catches her breath, a look of guilty acknowledgemnt about the attempts at stealth.
    Stealth 1d20 ⇒ 1 She apparently has trouble catching her breath.
    Survival1d20 + 3 ⇒ (9) + 3 = 12
    Perception1d20 + 3 ⇒ (19) + 3 = 22

    Gotta love my not-so-sneaky cleric!;-)


    Male Why's it always got to be that way? DM 14

    DM's Eyes Only:

    • Current position at the Bloody Doll Camp (I1) to Thrune Camp (V) is 14 miles.
    • On the trails, they can move approximately 2 miles an hour. A total travel time of 7 hours. They have already been moving for about 12 hours.
    • They wish to move on. They will encounter 1 spike trap, 1 mile and 1/2 hour from the junction, another spike trap 2 miles ( 1 hour) further on the path, and an ambush 2 miles from that (1 hour).
    • Distance to notice first spike trap: 3d6 ⇒ (1, 4, 1) = 6: 60 ft.

    The brave adventurers decide to push on...

    It takes little time to backtrack along the trail to where the group found the spike trap. There is a light breeze, and the ocean sounds far away. It is almost pleasant. You can hear the miscellaneous sounds of various crickets and jungle critters going about their nightly dance. The light fades from normal to dim as the sun sets, throwing brilliant oranges and reds across the skies.

    Isandril's rolls:

    Stealth: 15
    Perception: 20
    Survival: 7
    Stealth (Aid Another): 8

    Origen's rolls:

    Stealth: 11
    Perception (if necessary): 20 as a base, but probably with a penalty for the darkness.

    Yuuwa's rolls:

    Stealth: 1
    Survival: 12
    Perception: 22

    Jonagher's rolls:

    Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
    Perception: 1d20 + 8 ⇒ (19) + 8 = 27
    Stealth (aid another): 1d20 + 7 ⇒ (3) + 7 = 10

    Torden's rolls:

    Stealth: 1d20 + 1 ⇒ (12) + 1 = 13
    Perception: 1d20 + 3 ⇒ (19) + 3 = 22

    Perception DC 20; Isandril, Origen, Yuuwa, Jonagher, Torden...Everyone!:
    Up ahead, on the trail, perhaps 60 feet in front of you, you notice the now familiar signs of that nasty spike trap.Disable it, or not, I assume you move on.

    The group stops, and listens, having found another spike trap on the trail. It seems that game trails move through here off and on, and these seem to be set to take advantage of the wanderings of critters...two legged and otherwise. The bugs keep calling, and nothing moves in the deepening gloom of the evening. You can hear the drums pulsing again, beating a funky jungle beat further to the southwest. You push on, marching quietly...relatively...along the trail.

    Mechanically, it will stay at dim light due to the moon in the sky.

    Group Rolls again:

  • Isandril's Perception: 1d20 + 3 ⇒ (16) + 3 = 19
  • Isandril's Stealth: 1d20 + 5 ⇒ (12) + 5 = 17
  • Origen's Perception: 1d20 + 2 ⇒ (1) + 2 = 3
  • Origen's Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
  • Yuuwa's Perception: 1d20 + 0 ⇒ (13) + 0 = 13
  • Yuuwa's Stealth: 1d20 + 3 ⇒ (1) + 3 = 4
  • Jonagher's Perception: 1d20 + 7 ⇒ (9) + 7 = 16
  • Jonagher's Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
  • Torden's Perception: 1d20 + 1 ⇒ (12) + 1 = 13
  • Torden's Stealth: 1d20 + 3 ⇒ (6) + 3 = 9
  • Please give me an order of march.


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

    When his companions point out the next spike trap, Origen stops. He says softly, "It might be better to disable this one too. If we have to run back this way later, we might run into it in the dark."

    But Origen can't do much more himself than trigger it with a stick.

    Later

    After dealing with the trap, Origen continues, trying to follow the scouts as quietly as possible. He stands still for a moment and listens for any response whenever he or his companions make noise.

    Stealth (if necessary): 1d20 + 2 ⇒ (18) + 2 = 20
    Perception (if necessary): 1d20 + 6 ⇒ (6) + 6 = 12
    How close do we want to get? 150'?

    EDIT: I say Isandril and Jonagher (in either order), Origen, Yuuwa, and Torden (in back only because of his darkvision).


    Male Why's it always got to be that way? DM 14

    The reason that I am asking, is that everyone, while perceptive, has failed to notice a trap. If you look under the "Group rolls again" you will find what was rolled for the group. All very good rolls, but unfortunately, not one was above the DC. So...basically...who is stumbling into this trap?

    EDIT: Actually! I just had a thought. Jonagher...do you get a bonus to trapfinding? If so, does it push your perception roll above a 20?


    CG Male human (half-elf) rogue (thief) 2
    Vitals:
    AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
    DM Berwick wrote:
    EDIT: Actually! I just had a thought. Jonagher...do you get a bonus to trapfinding? If so, does it push your perception roll above a 20?

    As a rogue, Jonagher has trap sense, but it's only +1. So, his Perception vs. traps is +9 instead of +8. Presumably, not enough to meet a DC 20. As for marching order, I believe we established long ago that Jonagher is likely in front. He's the "trap detector" and stealthiest of the group...and, ironically, he's also the PC with the most hit points (how'd that happen?). Meanwhile, Isandril is supposed to be with him as our "tracker" because of his better Survival skills. Plus, he's decent at Stealth, too, I believe. He also has the second-most hit points of the group. So, sadly, without Bran or Frik, we're the heavy hitters of the group.


    Male Why's it always got to be that way? DM 14

    Jonagher:
    Oh! How could you not see it! You were momentarily distracted by the cool evening and beauty of the jungle about you. In this place...that is deadly. A cleverly hidden vine snaps as you trip across it. A snare attached to a bent tree branch whips around your legs and snaps, whipping up into the trees with no effect.

    DM's Eyes Only:
    Spiked Snare attack: 1d20 + 10 ⇒ (1) + 10 = 11 vs. CMD 14; grappled and 10 feet in the air. Grappled: -4 dex (-2 ac), -2 attack rolls and combat maneuver checks.

    Everyone else:
    You are walking along the trail, when you suddenly see a vine snap around Jonagher's legs. It quickly snaps and is the remnants are pulled into the trees. This is just like that last spike snare trap...

    Jonagher! You are so lucky! Dicebots like you today.

    After that, everyone roll this please:

    Forced March check: Con - DC 12 - Succeed:
    You can feel the effects of marching all day through the jungle begin to wear on you. A cool breeze and the thrumming of drums drives you on as you roust yourself and keep moving.No effect! Good job! Keep marching!

    Forced March check: Con - DC 12 - Fail:
  • You take 1d6 ⇒ 6 points of non-lethal damage.
  • You are now fatigued: -2 penalty to Str and Dex; cannot run or charge.
  • Your weary bones weigh heavily on your body. Even your hair follicles seem tired. You press on through, eyelids getting heavier with each step.
  • As the moon begins to raise on the horizon...casting a cool light upon the landscape, you move further along the trail, coming to another "T" shaped intersection. To the right you can see the trail heads back toward the bay in the island. The trail to the left heads in the direction of the drums, and passes through a few draws, the sides being the towering ridges on either side of the trail.

    Heading for the drums still, I presume?


    Male High Elf Wizard (Bladesinger) 2; AC 13 (unarmored; 16 with mage armor); HP 13/13; Str +1, Dex +3, Con +2, Int +6, Wis +4, Cha +2 (advantage vs. charm); Init +3; Darkvision 60 ft., Perception +4 (Passive 14), Insight +4 (Passive 14)
    Jonagher Witt wrote:
    As for marching order, I believe we established long ago that Jonagher is likely in front. He's the "trap detector" and stealthiest of the group...and, ironically, he's also the PC with the most hit points (how'd that happen?). Meanwhile, Isandril is supposed to be with him as our "tracker" because of his better Survival skills. Plus, he's decent at Stealth, too, I believe. He also has the second-most hit points of the group. So, sadly, without Bran or Frik, we're the heavy hitters of the group.

    Well, all he has in the way of a Stealth modifier is his Dexterity, although I actually plan on having him take some ranks in the skill even though it is not a class skill to show how he tries to at least familiarize himself with it.

    As for hit points, yeah, I noticed that too. However, seeing as how when I made this fun little elf we had Bran, I preferred to go the way of skill points instead of hit points. Besides, I never pictured him as a 'tank'. Sigh... Hope it does not bite me in the ass too much... :-P

    As the group continues marching on, Isandril's elven nature finally catches up with him, as he can no longer fight off the effects of weariness. "I think," he manages, his breathing more than a little heavy, "I could certainly use some rest."

    The warrior manages a smile as he adds, "Or perhaps more than some..."

    And now for the Forced March Constitution check.

    Constitution 1d20 + 1 ⇒ (2) + 1 = 3

    Isandril takes 6 points of non-lethal damage and is now fatigued.


    Male Dwarf Bard/3

    "Jonager," Torden cries out from the rear of the marching order. "Gads, for a bit I thought a constrictor or viper had selected you for supper. 'Twas just a vine, eh? A trap? Someone doesn't want company."

    Forced march 1d20 + 1 ⇒ (15) + 1 = 16

    Perhaps his dwarven blood, or perhaps his curiousity about the drums, or maybe his fear of falling asleep and dreaming of snakes pushes Torden to keep marching.

    "C'mon Isandril, you'll be fine. Keep moving. We should keep moving."


    CG Male human (half-elf) rogue (thief) 2
    Vitals:
    AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7

    Constitution check... 1d20 + 2 ⇒ (6) + 2 = 8

    Perhaps it was the exertion of trekking around the jungle or his annoyance with how loud Yuuwa's passage through the underbrush kept his nerves on edge, but Jonagher just couldn't quite notice the obvious vine trap running along the ground. When it snapped and nearly snared him, a sinking feeling of regret and very real fear grew in his stomach. But then...

    ...the vine snapped in two, racing overhead as the bent tree attached to it violently straightened again.

    Torden wrote:
    "Jonager....Gads, for a bit I thought a constrictor or viper had selected you for supper. 'Twas just a vine, eh? A trap? Someone doesn't want company."

    "Uh...why, yes. Indeed. Just another trap," he answers with his usual bravado, though this time, it's a bit more forced than real.

    "Why...I was just...ummm...that is...I thought...that I'd...trigger this one! Yes! And save us the trouble of having to disarm or avoid it on the way back." He finishes the statement with a lot more certainty and self-assurance than he started.

    Bluff check... 1d20 + 6 ⇒ (8) + 6 = 14 ;-)

    Isandril Velahrn wrote:
    As the group continues marching on, Isandril's elven nature finally catches up with him, as he can no longer fight off the effects of weariness. "I think," he manages, his breathing more than a little heavy, "I could certainly use some rest." The warrior manages a smile as he adds, "Or perhaps more than some..."
    Torden wrote:
    "C'mon Isandril, you'll be fine. Keep moving. We should keep moving."

    "I think I'm inclined to agree with Isandril," Jonagher offers, hiding his exhaustion now that the elf has so conveniently announced his own. "We should find a place to bed down for the night...preferably without any more of these traps nearby. Come morning, we'll have a bit more light to watch our step. And we'll be rested enough to outrun our enemies in the event we need to retreat. As it is, if we continue now...and get in over our heads...Isandril would just slow us down."

    He nods at his elven half-kinsman to reassure him, inwardly thankful for the reprieve as much as anyone else.


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

    Sense Motive: 1d20 - 1 ⇒ (12) - 1 = 11

    Origen catches sight of the trap just as Jonagher "disarms" it. "Outstanding, Jonagher."

    I was afraid that if we found another trap, we'd have to stare at him again until he got the point. But he's really taking the initiative! ;-)

    Constitution check: 1d20 + 2 ⇒ (5) + 2 = 7 Grrr. The initial role was a 14.

    The strain of the climb--and Origen's illness the day before--tires out the sorceror. "I think that I agree with Isandril too, Torden. Let's set up some some watches and rest."

    Origen would like to take the morning watch so that he can prepare spells.


    CG Male human (half-elf) rogue (thief) 2
    Vitals:
    AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7

    "Since Torden seems hale and hearty with that dwarven constitution of his...and also capable of seeing in the dark," Jonagher suggests, "Perhaps he can take the deepest nightwatch? Meanwhile, I'll stay awake as long as I can with Isandril here on the early watch. Yuuwa? Why don't you rise early with Origen in the morning while the rest of us sleep?"


    Male Dwarf Bard/3

    Torden looks at the others, a bit dejected.

    "Okay, then rest we shall. I will be happy to take the middle watch."
    He offers, but doubts that he will get much rest during the first watch.

    Seeing the others struggling, Torden works to set the camp and prepare some food and find some water.

    The Exchange

    F Human Cleric/ 3

    Yuuwa presses on with Torden. She has caught her second wind but with the reduced lighting makes no effort to be stealthy.
    Con check 1d20 + 1 ⇒ (17) + 1 = 18
    She agrees with Jonagher and Isandril about resting for the night. "Nothing like having a fight at night, at the time and place of their choosing while we are exhausted. Thanks but no thanks. Lets get off the trail, catch some sleep, eat a little bit. I can take the first watch."

    Yuuwa hoping that her stealthy racket will keep the wild animals away moreso than attract unwanted attention, has a wonderful idea. As the others settle down, this lifetime sailor in her most woodscrafty way...
    DM B

    Spoiler:
    She cleans out her backpack of any fishy remains with mud and palm leaves, puts them on the trail they left behind. Her thinking is any animals will cover thier tracks and distract native hunters.

    Stealth 1d20 ⇒ 19
    Perception1d20 + 3 ⇒ (7) + 3 = 10
    Survival1d20 + 3 ⇒ (14) + 3 = 17

    She wakes Torden for the midwatch, hopefully with nothing to report.


    CG Male human (half-elf) rogue (thief) 2
    Vitals:
    AC 19 | HP: 17/24 | Fort: +4, Ref: +10, Will: +7 | Perception: +7
    Yuuwa Majid wrote:
    "...Lets get off the trail, catch some sleep, eat a little bit. I can take the first watch."

    "Ah...well...if you insist, my dear," Jonagher accepts all too-readily. "I believe I'll turn in early then and catch as much rest as I'm able before our likely confrontation with these drum-beating villagers tomorrow."

    He's fast asleep almost as soon as he beds down.

    What's the recovery rate on nonlethal damage? Can we gain back the 6 hp and ability damage with a full night's rest? Or is any of that going to linger?


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)

    Non-Lethal Damage:

    Spoiler:

    Jonagher Witt wrote:
    What's the recovery rate on nonlethal damage? Can we gain back the 6 hp and ability damage with a full night's rest? Or is any of that going to linger?

    According to the PRD, we'll get back x points (where x = the character's level) per hour of rest. So barring any special circumstances, the night's sleep should restore us.

    Origen falls asleep almost as quickly as Jonagher, though his rest is less peaceful.

    When Torden calls him for his watch, Origen seems not to recognize his friend at first. He suddenly sits straight up, mumbling in an unknown language.

    Linguistics (DC 12)

    Spoiler:

    Torden recognizes the language as Aklo. "I'a f'tagn Yig . . . ."

    After a moment, Origen comes to himself. "Torden? Sorry. I don't even remember what I was dreaming this time." He gets up to take his watch.


    Male Why's it always got to be that way? DM 14

    DM's Eyes Only:

      Day 6 Daily Checks
    • Back at Camp
    • Dawn: Wandering Monster Attack: 1d100 ⇒ 49 vs. 10% chance encounter [1 guard]
    • Noon: Wandering Monster Attack: 1d100 ⇒ 88 vs. 10% chance encounter [1 guard]
    • Dusk: Wandering Monster Attack: 1d100 ⇒ 4 vs. 10% chance encounter [1 guard] Failure!
    • Midnight: Wandering Monster Attack: 1d100 ⇒ 99 vs. 10% chance encounter [1 guard]
    • Bran: 1d100 ⇒ 4 vs. 10% Failure!
    • Frik: 1d100 ⇒ 69 vs. 10%
    • Aerys: 1d100 ⇒ 64 vs. 10%
    • Gellik: 1d100 ⇒ 61 vs. 10%
    • Ishirou: 1d100 ⇒ 89 vs. 10%
    • Sasha: 1d100 ⇒ 71 vs. 10%
    • Jask: 1d100 ⇒ 12 vs. 10%

    • On Adventure
    • Dawn: Wandering Monster Attack: 1d100 ⇒ 90 vs. 15% chance encounter
    • Noon: Wandering Monster Attack: 1d100 ⇒ 77 vs. 15% chance encounter
    • Dusk: Wandering Monster Attack: 1d100 ⇒ 35 vs. 15% chance encounter
    • Midnight: Wandering Monster Attack: 1d100 ⇒ 10 vs. 15% chance encounter Failure!
    • Torden: 1d100 ⇒ 82 vs. 25%
    • Jonagher: 1d100 ⇒ 84 vs. 25%
    • Isandril: 1d100 ⇒ 84 vs. 25%
    • Yuuwa: 1d100 ⇒ 52 vs. 25%
    • Origen: 1d100 ⇒ 41 vs. 25%

    • Outcomes:
    • Torden: Bonecrusher Fever: Day 3
    • Origen: Red Ache: Day 3
    • Must make 2 days worth of checks for morale and attitude of castaways now.
    • Wandering Monster Attack at camp, at dusk: 1d100 ⇒ 33
    • 1d6 ⇒ 6 Jungle Goats!
    • Bran's Fort save vs. disease: 1d20 + 5 ⇒ (9) + 5 = 14 Success!
    • Wandering Monster Attack for PC's, at midnight: 1d100 ⇒ 77
    • 1d4 ⇒ 1 Dimorphodon's
    • Dimorphodon perception check: 1d20 + 5 ⇒ (5) + 5 = 10

    • Watch Order:
    • First Watch: Yuuwa
    • Second Watch: Torden
    • Third Watch: Origen

    Yuuwa:
    While conducting your watch, you notice a giant rat stuck up in a tree. When you knock it down, you notice it is dead. It has two holes in its neck, and seems completely drained of blood.

    Torden:
    In the black and gray shades of your darkvision, you notice a bird flying through the night sky. Its patterns are erratic, and it is flying low above the trees. It is perhaps 50 feet from you. It is at least as big as you are. You have perhaps moments before it will fly close to the camp.

    please hold for Torden to make his move


    Male Dwarf Bard/3

    "Origen, Origen," Torden yells loud enough for all to hear as he kicks the mumbling sorcerer. "A bird! A bird in the night sky!"

    He quickly grabs, two daggers, one to throw and one to hold at the ready should the creature swoop down at him.

    attack roll if possible (not adjusted for range--do so as you see fit) 1d20 + 2 ⇒ (14) + 2 = 16 dmg if applicable 1d4 + 1 ⇒ (4) + 1 = 5


    Male (hps 18/18) Human Sorceror 3 (Abberant Bloodline)
    Torden Ironcask wrote:
    "Origen, Origen," Torden yells loud enough for all to hear as he kicks the mumbling sorcerer. "A bird! A bird in the night sky!"[/ooc]

    Origen is cut off in mid-mumble. "Ugh!" He unsteadily stands up, looking for any silhouettes against the sky.

    Perception: 1d20 + 6 ⇒ (20) + 6 = 26 but it's dark, of course.
    Double move action: Stand up from prone.

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